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Messages - Majora64

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Extensions / Re: [IOS/Android] UnityAds Video and Rewarded Video (0.1.3)
« on: February 03, 2019, 09:03:24 am »
Hey Robin! Love the updated extension. It works fine on the current device that I am testing but I am trying to upload to the app store and test flight but I am currently getting an error that says class<UnityAds> has no field... any idea as to how to fix this? I appreciate any time you (or anyone else) can take to look at this. Thank you so much!

Journals / Re: Merrak's Isometric Adventures -- Alpha Release 1
« on: January 20, 2019, 06:06:40 am »
Oh this is looking gorgeous. Is there a new link somewhere that I missed with the latest alpha build for mac? I haven’t gotten to dissect this beauty since you shared your older build on discord awhiles back. Im curious to see what’s changed and improved first hand! Is memory management going to be an issue in the future? I’d hate to run into issues playing this because my old crappy mac can’t handle it :P

Journals / Re: Hoppy Pals
« on: January 12, 2019, 05:43:20 pm »
you still making this one??!!

haha hey Squeeb! Thanks for asking. As a matter of fact I am! Been busy tidying things up and I haven't put any time into posting as much. Gonna go ahead and submit the game to Apple within a couple weeks so stay Tuned!

Journals / Re: Hoppy Pals
« on: September 29, 2018, 02:13:43 pm »
Fantastic learnings and comments guys!
One comment on:
"7. It's important to follow through and finish no matter what".
I think this i key for every project. It is one of the toughesdt parts but you have to do it.



Nice to see the Space Pirate take a break from his space duties to chime in! Thanks for the insight..If anything, I feel like finishing is one of the most important aspects we face as game creators.

Absolutely love Space Pirate btw...can't wait to suit up and wreak havoc!

Journals / Re: Hoppy Pals
« on: September 29, 2018, 02:01:20 pm »
1. If it is a hobby, why care? There are ways to get better at time management. And committing yourself to a plan: doesn't sound fun :D
2. Optimizing time. You need to have learned to do that and sometimes you learn along the way that there are other/better ways. It is hard to start over, but sometimes it is worth it!
8. Don't compare yourself with others. You see only a small part of all the work/time it took them. Being critical is always good. Too much of anything isn't good.

Experience comes over time. Do what you like to do, no matter how much time it takes.


You hit me really hard with this stuff and it reminded me why I got into this in the first place- as a hobby! I feel like making games was an excuse to get better at time management but in reality there are other (far better) ways of going about that and at the core of things I should just have fun and enjoy the process. It's also nice to hear from someone with your background whose actually been doing stuff like this for awhile. You're definitely a wizard in my book..especially with the things I see you concoct with Stencyl-your 3d engine is astounding! Hope you enjoy your vacation! Thanks again :)

Journals / Re: Hoppy Pals
« on: September 29, 2018, 01:50:05 pm »
The one thing that's helped me more than anything else in my project is documentation. Assume you're going to have problems later on and leave yourself good enough notes so that when you revisit old code, you can recall what you were doing.

I definitely feel like for a game and engine of your size, documentation is important and even though my game is much simpler, I think I could also benefit from this. Do you simply use comment blocks throughout your game or can you shed some light on your documentation process. I can't imagine how much stuff you have to keep track of but I bet going back to something is much less daunting cause of notes you may have left.

Also, do you still even use code from when you first started your isometric engine (like the stuff on page 1 lol)...Just curious..or has everything been overhauled? Thanks again for the input!

Journals / Re: Hoppy Pals
« on: September 27, 2018, 07:24:15 pm »
So far, this game has taught me that...

1. I'm horrible at time management and committing to a plan
2. I should have optimized earlier
3. The simplest of ideas can be the hardest to execute
4. Feature creep is real AF
5. It's ok if your game isn't the next industry breaking thing
6. This doesn't have to be your lifes work... There should somewhat be a balance between quality and time invested.
7. It's important to follow through and finish no matter what
8. Don't be too critical of yourself or compare your development process to others

Feel free to add what your games have taught you. Would definitely love to hear what some of our experienced devs have to chime in. Always looking for more insight!

Ask a Question / Re: Best way to create a trail? [SOLVED]
« on: June 10, 2018, 07:04:41 am »
I ended up just using actors. It worked better than trying to figure out the image API. I'd say that the level of complexity of the image API is not simple like the rest of stencyl and it kind of stinks that this program is marketed as simple but it really just isn't very handy for people who aren't wizards at it.

The code JeffreyDriver uploaded is literally the EXACT code to get the trail working; in fact I copied it word for word and got it working in 5 minutes(ty Jeffrey, lovely trail effect). My guess is, you created incorrect attributes and plugged them into the incorrect field. Using actors to achieve this can be detrimental to optimization and in larger scale projects is definitely a no-no but if this is just a "whatever" project then I guess..

Image API is definitely not something I would expect a beginner to grasp especially if that's the first thing you want to achieve in your project; however, it definitely doesn't take a "wizard" to utilize most of what Stencyl has to offer. Imo, Stencyl offers a good balance between casual game developers and those who wish to utilize more advanced features but don't be hard on yourself for this minor road block. I, personally have spent weeks/months trying to hash out small bugs or learn new features and we all go at our own pace so don't feel like you need to be a "wizard" just yet. cheers!

Ask a Question / Re: underwater effect. shaders?
« on: June 09, 2018, 05:23:29 pm »
I could see you maybe creating a water like background; as well as, creating some water wave like actors and utilizing tweening to give them an under-water like "pulse" effect. Good luck!

Chit-Chat / Re: mobile game screen
« on: June 09, 2018, 02:53:18 am »
Id love to help but I don’t quite understand what you are asking. Are you asking what size you should make your scenes/ levels?

Scene size isn’t so important so long as you have selected a scale mode that works with your game but for the sake of keeping things consistent try to work with a good sizeable scene that will be able to translate nicely to whatever platform you’re developing on.

 So for PC you can virtually have your scene/screen size  whatever but for mobile I typically keep my scenes no smaller than 320 x 480 or 480 x 320. My game scene is a weird 608 x 576 and my screen size is 560 x 320 and everything looks fine on mobile because my assets are properly scaled.

Most games use Scale to fit (full screen) which is what I can recommend for most games as I think it’s easiest to work with without having to adjust actor placement. As for scale you upload your assets in, If your scene is 480 x 320 then create your assets at 1920 x 1280 and import them at 4x. If you do not need 4x scaling you can upload at 3x or even 2x/1x (for more retro looking games). If you upload at 4x your scene size try to keep it consistent as uploading at a higher or lower resolution than your original resolution can either result in actors appearing too big/small or grainy and not sharp.

For your mobile game since it’s a fighting game I would keep the scene height at 320 and either set the width to 480 or if you plan on having wider levels where the fighters can roam then pick a longer width. For screen size set the height to 320 and set the width to 480 and adjust the width to something larger if youd like more to be displayed on screen(assuming your scene is wider than 480).  I hope this helps.

Chit-Chat / Re: mobile game screen
« on: June 08, 2018, 02:42:37 am »
Hello. App scaling can be daunting if it’s your first time but this article should explain it for you.

Do you ever go back to your older back ups of this project or your original concept of this journal and go “omg”?

I love the idea of the story(I get a Titan Souls, Botw, ancient technology vibe)  and the potential variety of golems, but it still sounds like its an extremely early concept which is exciting cause it can only grow from here!

The communication and  sound design is interesting. I can picture sound or events being triggered when the player gets within a certain radius (A* like Hotline Miami) or being detected if you interefere between 2 golems communicating via sound waves (maybe some of tbem can be blind golems and a certain section of the game can be dedicated to manuevering around them). Or golems that emit sound waves that can kill you.

Also, is Temple of Idosra centered mostly indoors? I would love to see maybe some type of outdoor area or a courtyard. Also, playable demo???  :P keep it up!

Ask a Question / Re: Can you help?
« on: June 07, 2018, 03:18:17 am »
If I remember correctly I received this error when I was using 3.4 on OS X High Sierra. Unfortunately 3.4 and High Sierra do not currently compile for Flash (Player/Browser). You can either get the latest 3.5 build by becoming a Stencyl Subscriber or you can downgrade back to OS X Sierra, redownload 3.4 and you should be good to go from there (this is the method I used since I am not a Studio Subscriber yet). Cheers.

Ask a Question / Re: Collisions freezing game
« on: June 07, 2018, 02:25:11 am »
I used a lot of this pre built behavior as a base for my game but found some of it to not work with what I needed especially the limits you have with the X and Y values. I found that spawning certain actors too high without setting them as the last created actor would cause the game to freeze(this one took me awhile lol) so I ended up creating X and Y attributes along with creating an attribute that sets the platforms as the last created actor(this one is crucial)

I haven't tried adding a "do every 1 second create bomb" in the main scene as all of my obstacles are spawned from the Always event(which I recommend you do) and particles are created in a “do every x second event” but it looks like your bomb is interfering with the always event at  for testing purposes remove the bomb code from the 'When Created event' like sweet colburt187 kindly recommended and either add it in an every x second event or have it created randomly with the platforms.

To stop the freezing and set a specific actor as last created

In your main scene add an actor attribute (PLATFORMS) like this:

In your Always scene just set the last created actor to PLATFORMS...

If you do not like this method of creating obstacles you can also use lists which i have also tried and it works just fine for obstacle crestion.

Hope this helps. If you have any issues with this specific pre built code, let me know as I've been working diligently to refine it and add customization options.

Where can I download the 3.5 beta?

 It's part of the Stencyl Subscription so until 3.5 goes public you either need to go back to 3.4 or downgrade from OS X High Sierra to Sierra.

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